Unit Name: Helios Interceptor Model: Hellbat Standing Portrait: Diamondback Voice: Diamondback Base Stats: Life: 160 Life Regeneration: .269 Life Armor: 2 Shields: 50 Shields Regeneration: .335 Shields Armor: 1 Energy: 190 Energy Regeneration: 1.857 Move speed: 2.379 Weight Class: Medium Inventory Slots: 6 Slots Accessory Slots: 2 Slots Sight Radius: 10 Innate Skills: Spendthrift (Active): For the next 16 seconds, the Helios uses Credits instead of energy and increases damage dealt by 25% while active. 12 seconds cool down, costs 12 energy. (Passive) Reduces energy regeneration by (Credits / 100) * .01329. Gluttonous (Passive): The Helios receives 2x credits from Helium-3 canisters, and 1.5x from missions. Wasting Away: (Toggled) 5 second Cool down, 0 Energy Cost. Drains 1 energy every second. Increases Movement and Attack Speed by 10%. If Spendthrift is active when this skill is toggled on, it will drain 1 credit per minute, and the effect becomes an aura with a radius of 5, but will not affect the Helios Interceptor. Previous Version of Wasting Away: Wasting Away (Passive): The Helios constantly drains 1 Credit every minute(game time) in order to remain operational. Skill Tree 1: Expensive Destruction Tier 1A: Burning Barrage (Toggled) 8 second cooldown. Requires 18 / 12 / 6 Energy to activate, depletes energy by 1.8 / 1.2 / .6 Energy Per Shot. Adds a secondary effect to the Helios' basic attack. Secondary effect: a 25% + .2 / 35% + .3 / 50% + .4 radius (Percent of Weapon AoE + a flat amount) explosion that deals 25% + 5 / 35% + 7 / 50% + 10 damage (percent of current weapon damage + a flat amount); Explosions are affected by Fire Vulnerability. If Spendthrift is active, 36 / 24 / 12 credits are drained per reload, and and the primary target is inflicted with a burning debuff dealing 2 / 4 / 6 DPS that stacks 10 / 20 / 30 times, and lasts for 20 seconds. Tier 1B: Blast Emperor (Pseudo-passive) Enemies explode dealing 10 / 15 / 25% of their max life in a 30 / 60 / 90 degree arc behind them in a radius of 1 / 1.5 / 2. While Spendthrift is active, Blast Emperor gives a 5 / 7.5 / 10% chance to gain 1 credit upon killing an enemy. Tier 2A: Shrapnel Storm (Active) 3 / 6 barrages are fired over 2 / 4 seconds at the target area. Each Barrage forms an X Pattern with the two lines intersecting at the center. Each Barrage is rotated by 90 / # of barrages degrees. Each Barrage consists of 7 explosions in a line that have a radius of .75 and deals 30 / 45 damage, slowing enemies by 15 / 30% If Spendthrift is active, 1 / 2 extra barrages are fired at the target area, and enemies take 21 / 42 damage over the next 3 seconds. Tier 2B: Voracious Rage (Pseudo-Passive) Increases Wasting Away's drain by 1 / 2 per minute. Cost of skills are reduced by 25% / 33%, and damage is increased by 25% / 50%. Increases Spendthrifts Duration by 4 / 8 seconds. Increases Spendthrifts' Damage boost by 25% at level 1. Adds an attack speed bonus of 20% at level 2 to Spendthrift. Tier 3: Missile MacroBurst (Active) 84 energy cost, 48 second cooldown. A barrage of 24 projectiles are fired randomly at the target area over 4 seconds (Not channeled) Each Missile deals 60 damage in a radius of 2.4, in an area with a radius of 7. If Spendthrift is active, twice as many rockets are fired over double the time frame, with each rocket inflicting a mini-stun of .25 seconds. In addition to that, each enemy hit adds 1 credit to a credit pool, all of which are then given to the Helios Interceptor at the end of the effect. Enemies are only counted once per 2 seconds. Skill Tree 2: Prestigious Pillager Tier 1A: Well Paid (Passive) Increases Team Credit Gain by 10 / 25 / 33%. Provides a .5 / 1 / 1.5% chance to add a credit to the credit pool per enemy killed. At the end of the game, the credit pool is multiplied by (1 + 0.01 * # of surviving players) and then split evenly among the team (occurs right before Victory Bonus is awarded). Tier 1B: Big Game Hunters] (Active) Costs 30 energy, 24 second cool down. Marks out an enemy, reducing damage dealt to the target by 20 / 15 / 10% and reduces targets damage by 10 / 15 / 20% for the next 5 / 7 / 9 seconds. If the enemy is killed within 5 / 7 / 9 seconds, the killing player gains credits equal to .5 / .75 / 1% of the enemies max life, rounded to the nearest integer, not exceeding 3 / 6 / 9 credits. If the enemy is not killed in time, the enemy goes on a rampage, gaining 25% increased attack speed and armor for the next 5 minutes (can stack 4 times) If Spendthrift is active, double the credit return, and give the killing player a 15 / 30 / 45% increased damage boost for the next 10 / 14 / 18 seconds, and nullify the increased enemy durability. Tier 2A: Contaminated Fumes (Active) 32 Energy Cost, 16 second cooldown, Radius 4, Lasts 9 / 12 seconds, 9 Casting Range. Launches a rocket at the target area, causing gases to seep out of the ground as well as dropping off other gases. Rocket deals 100 damage upon impact in a radius of 6. Contaminated Fumes can apply 1 of three effects to enemies in the area: - Reduce move speed by 25 / 35% - Increase Damage taken by 5 / 10% - Increase Damage Dealt by zombies by 20 / 40%. If Spendthrift is active, the Contaminated Fumes can be lit ablaze via Explosive / Fire-based weaponry, removing the Contaminated Fumes effect and applying the Chemical Blaze effect for the next 9 / 12 seconds. Chemical Blaze: Enemies in the Chemical Blaze take 15 damage per second, and are susceptible to Ailments from marine attacks. Tier 2B: Quick Strike (Active) 40 / 30 second Cooldown, 67 Energy cost, Radius 6 centered on the Helios Interceptor. Allies in a radius of 6 gain 50 / 100% increased damage on their next attack / ability, along with a 10% increased move speed bonus for that duration. If the attack / ability is Explosive/Fire, that attack / ability only receives half of the bonus. If Spendthrift is active, the attack / ability stuns the target(s) for 1 / 1.5 seconds, and causes them to take 50% increased damage during this time. Tier 3: Spectacle Event (Active) 6 radius area, 16 casting range Lasts 12 seconds 480 second cool down costs 100 energy Enemies in the area take 25% increased damage, and deal 25% increased damage. Enemies grant 1 credit to the credit pool (affected by Well Paid; rounds before distributing credits) Cool down is reduced by .5 seconds per credit earned during this time period. Afterwards, the credits are evenly distributed among the team. If Spendthrift is active, double the duration and increased damage taken & dealt by enemies.